siege_grove

siege_grove a6e

Fixes dispenser trigger and cap zone on blu cart not working
Layout
  • Moved spawn back.
  • Small transition so there is space between the last area and spawn, much like on a cp map
  • Added props to last area to add some height variation and cover
  • Foward spawns
Game Logic
  • Added logic for koth round timer and koth overtime
  • Removed ability to capture the point while Ubered, Invis and Disguised.
    • Only stops you from capping if you enter the trigger while already with one of these conditions
    • If you're on the point, then activate one of these you can still cap
  • Set origins of func tracktrain to be precise
  • Moved payload carts into playable space
  • Payload carts no longer show glow outline when not in use (thanks Ken)
  • You can no longer spectate the cart out of bounds
Gameplay
  • Timer added to koth part of map to encourage a team to attack the point
  • Fixed Red's second func respawn room assigned to incorrect team
Aesthetics
  • Boost lighting under the control point
Performance
  • Using a more optimized skybox instead of a diaper
  • Fast optimization pass with area portals
  • Standard func_detail door frame used to frame up all doorways
Layout
  • Removed "s" route between last and point, turned it into a balcony
  • Added a large diagonal wall to cut the area behind point in half to create a "soft-choke"
  • Shrank the side of the cave to allow more space for fights in the area
  • Added a larger barrel prop to right room on last to block the spawn sightline
  • Added some more props to have less flat terrain
  • Extended the wall from the mid-side buildings to allow for a safer area
Game Logic
  • Fixed issue where red got cap voice lines spammed at them; but for real this time
Gameplay
  • Added a mini ammo pack near the control point
  • Added an arrow sign since rolling out left you will no longer have the point cross your field of view directly
  • Spawn window now fully opaque from outside
Aesthetics
  • Changed the skybox and env settings to match pl borneo
  • Added a few trees to the map to give a more jungle vibe
  • Added a cool middle control point base
  • Jungle soundscape
  • More instanced lighting
  • Added 2 extra payload cart tracks directly from the point
  • Different ground and rock wall textures to match the jungle / temple vibe
Other Notes
  • Choosing not to clip off the top of the diag wall, want to see if this is overpowered or not
  • Unsure how to properly clip the trees. Chose to clip them all the way to the sky box in most cases with block bullets a bit lower
  • Should the back door of balcony be a door that only opens for you if the point is capped?
    • I want to prevent that door from being able to snipe the spawn door maybe
Layout
  • None
Game Logic
  • Fixed issue where teams got cap voice lines spammed at them
  • Figured out how to enable overtime in payload time and allow the round win to not stalemate
  • Added custom PD hud res file to better focus the hud on the gameplay
  • Added a env_screenoverlay driven PL hud
Gameplay
  • Change flank health packs from small to medium
  • Capture time for the control point set to 100; allowing me to put a % on the screen
Aesthetics
  • Used instance'd lightining entities for consistant light style and colors
Layout
  • Defined a choke point for pushing into last; this cuts viz and crazy sightlines
  • Reduced flank route on mid to have to go through the mid builings, also reducing crazy sightlines
  • Turned the underpass underpoint into an S, also reduces sightlines and makes it more of a commitment to go through
  • Added a "cliff" side that connects to flank
  • Mirrored the last area to not introduce another crazy sightline through choke
Game Logic
  • Set respawn wave timers to take longer when you lose the point and are defending
Gameplay
  • Moved all the health packs around to accomdate the new layout changes
Aesthetics
  • More cubemaps
  • Added several info observer points
Layout
  • Moved the tree out of tree room, make the room more breathable
  • Moved the pillar from the underpass over a bit
  • Leveled the underpass
  • Added a tree to block the sniper sightline
  • Extended the left side flank route out of spawn
  • Minor rework of last area to give engineer viability
  • Added fence to block long sightline on last right platform
  • Lowered shed from behind spawn to allow all classes to be able to jump onto it
  • Added a small lip outside the mid buildings
  • Moved the shipping container away from treehouse, added rotation to it
  • Raised the far left spawn door to be such that it's a 1 way door

Game Logic
  • Complete revamp of game logic from scratch
  • Added sound overrides of the "chimes" that happen when you cap mid; these should be muted now
  • Added sound cues for
    • point starts being capped
    • point is contested (both teams on it at once)
    • point is captured; and cart spawns
    • direction at beginning of round
  • Respawn times are much longer
    • Both teams get 6 second spawn times
    • Team who loses the control point will get 8 second time
  • Added logic to teleport player above the cart when the cart spawns if they are directly on point
    • This does not affect sticky bombs
    • Engineer is already not able to build on the point so this is a non-issue

Gameplay
  • Fixed area by cliff where you could hide a teleporter and sloppy displacements
  • Added more clipping to rocks and trees
  • Mid cap time of mid is now 2 points / second
  • Mid cap time is statically set to 150
  • Payload cap time is set to 5 minutes
  • Fixed issue where cart was teleporting players above it
  • Fixed issue where cart would get players stuck in the world
  • Added an additional mini-health by the right platform outside the treehouse
  • Shrank cap zone for mid, added indicators to show where cap is possible

Aesthetics
  • Added soundscapes all around
  • Added cubemaps all around
Add func_respawnvisuals